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" \1 b t( P* p. M# Y" dhttp://www.matrixgames.com/forums/tm.asp?m=3185062# A5 K; N, o/ z% U3 f
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已经共享到岛群QQ和本论坛置顶资源帖
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大量更新,详见列表:$ r9 a& z% h% ~8 q/ `3 I
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Change History:
; G3 p3 B3 Y0 x9 `/ FV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)# X- N5 T# l! j8 D: |
1. Seventh Update – This release is a comprehensive release updating all previous6 n3 @; d+ J5 R5 W4 Y2 c
versions to v1.01.17 beta" v( t0 _) e2 y: N. c! X7 C
2. Code Changes
& l; i, F5 {7 X. aFixed* b+ n: v( C7 Z0 E
1. Display of AF/Port icon between player saves based on player's intel# e- m a0 @- k/ S0 V
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
9 W3 M$ l1 O& @2 x3 e, R9 z, oweapon list updated$ \% V4 A/ E. Z4 _7 S
3. Reported cargo/troop safety values incorrect when no cargo/troop space, W- r3 W0 G W n2 b+ t* c9 }0 @
4. Allow smaller 'reserve' space for small groups on ships
+ c+ A' _8 y3 c3 q5 t" J5. Preserve some more data when swapping fragment and parent to prevent lost of parent9 w# M/ x( ~: z$ X0 X' o
6. Correct attacking plane count before final post-air combat* G; N, H# b5 y! q7 O: I9 w0 V) [5 a, i6 |
7. Pilot promotion may have occured in error sometimes
' u3 Y: q$ w: N K' ^7 \8. Raid detect message sometimes dropped of the combat report
, a" i% `: U9 D+ D9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
3 x0 b9 Y4 m4 d0 ]( H6 Wgenerally
! u9 [3 A& [' j9 v. d. c0 I+ k5 \; l10. Some pilot-leader connections were being corrupted
7 ?% f; O1 d _; w( B j/ q1 M11. Movement bug with following units due to incorrect move indicator. Seems to fix a few* S/ t. z% E/ @( E( p( E
other move issues due to the incorrect indicator
# }! g/ h0 N0 B0 Y12. Wrong ship sometimes reported in Ops report for TF movement which causes some
* _ A( H l9 k3 x% f& ndamage8 W3 Z* |. b$ c" R
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
3 x K- g% B1 v3 j6 r4 {14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the' |, A. Z9 g W
date sort$ g C+ C) d+ m% [4 \6 T
15. ASW groups not allowed to attack sometimes
$ p1 d( Q4 }" y! B) R2 T3 J$ n( I( M16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
$ Z( O4 D3 W3 [+ ^) @8 ]- @HQ/LCU to jump to reinforcement queue7 C. ?' [. w1 d5 e" c
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
3 b5 h5 R5 G6 Q8 `% _18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
& b/ e; C$ e8 t' o; Z/ vat start of AE but crept back in sometime during updates& h) `6 h* t8 \- O
19. Removed the fragment/parent swap during a TF unload as it could often orphan the; o8 O5 Q" }( C, T
fragment.- h4 ?' }$ _2 D, ?' U5 G
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade5 ^' I* i7 H5 V) l
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
( }0 D" Y, G! gshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
3 C- i9 N( M C! G! Q5 |* \set, z3 }/ b1 U8 Q: U& _
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base' z/ n" h' o3 n: e
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays1 _# D* J! [% y d4 u, F
24. Bug caused F/FB to sometimes bomb at low altitude
( c0 ^) B. t2 G6 c# T" v25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
; p, ^0 y5 \, \6 X0 Xoccurring properly., p) i2 L; [. P* i
26. Bug in Industry 'failed' indication not showing properly sometimes
+ f. \& e1 S, a5 }( F2 v+ K& W27. Location check at scenario load to include small map sceanrios
- p! O7 j, a& q9 O. f7 y: @28. Bug in air supply to fragments in a non-friendly base hex
6 G9 F4 R4 Q6 R0 N4 }+ ~29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was5 O5 J+ {! m$ O$ S5 U$ Z; ~
being set to homebase before execution of the mission – ie was returning to base+ V& o1 {' {0 ~5 Q% a
immediately
7 t" I, r& _3 W8 X7 |30. Error in Strategic map display
( c4 L7 r7 D- ^% B2 i( T31. Additional and stockpile options were not turned off when base was captured
- x4 f+ h! l" X, [% }; _32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on9 B/ [' f) {5 I7 O. N5 b
mouse over
5 g% t2 p- \% f7 G* _- A9 }, K3 \/ B33. Army experience being gained when not 100% prepared as per manual; changed to allow
* a6 k( J* A! b; zchance to gain experience if >75% prepare and < 50% national exp level# s, d) v( [; c9 @& |
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to- A7 C1 D: \8 X+ U. J8 L# Q
alleviate the incorrect experience gaining happening while in reinforcement queue
& a) q% j" ?, }4 B5 A7 M& K35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –% k! i3 ]# |. B/ H* o% I/ I
caused unit to jump “off-rail” and move overland
3 g! B2 C! W2 `6 H36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ, X& T* _4 u- @2 q* Z
37. Excessive accident messages on unload from TF reported
; D; t2 x" K; ]' c( N4 R38. Reworked editor sub-unit merging as some devices could drop off the unit list when8 `/ h. P& @3 _$ W9 C
merged causing smaller size unit than expected
! D5 f- R# H' I, H! P! }) p39. Corrected possible TOE error in scenario data load for inactive units0 y9 a+ U. i" F; t5 P8 Q7 f9 ?# j6 }: [
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
. r+ h, Y: {3 v/ R7 _9 Thowever be allowed to do this.
% R& _6 B$ P, @) x" U3 w6 h41. Possible CTD if sinking ship's load was a group
( Q9 |, x- a3 U7 O! q f# h42. Limit the number of devices built from resources per unit during LCU replacements; this! B3 s1 ]( V! H: @
was causing an over production for that turn
% d! I/ h4 f4 l( w3 f43. Retain day/night setting when creating group fragments3 ~3 I0 g# b% Q7 {
44. Adjusted supply and fuel values in base list not to overrun the space" E3 `; X/ J, l# k0 T9 M- Y1 s
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
& q1 K# o, y. I0 z1 T8 }added YMS to Sweep TF in line with manual and code* @4 B: {6 X8 v& V+ @( {" H
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
0 P# w( I; V. u' P6 vrule relates to the abundance of manpower and is not covered by replacement pool. Normal8 ], a) T' X$ U- U$ f
rebuilding of destroyed units is not affected by this., k2 F& i2 B0 i5 T/ E$ T
47. Carrier capable and trained text not showing together on Group screen% b- b7 d. c- @+ e# A h! C
48. Handle any blank re-name changes by ignoring them
7 V, m5 Z# K# D: i' ^8 \8 G$ E( U49. Possible CTD when air fragments combine O( G& N n6 p4 U+ X* Z9 X
50. Unloading TF can freeze a LCU onto a ship under some conditions
# I$ E; h$ H& W% c" l4 r q51. AI not behaving if main HQs missing (affects small map mainly): y$ v$ M* I; Y+ Z# v5 T( ^% k- [- A# H
52. AI using AGC for normal land units – removed from TF if not needed
' G$ \& ^! r k. S% ^" q, w# x" \53. Soviet activation message not in Ops report
. k& d. y, G/ D6 k54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
' s2 m& q! [; E) Q5 _: |7 }9 u55. Clear Soviet air balance if not activated. Possible incorrect base switching' h0 l" `# C8 ]" [$ i9 u6 ^
56. Sub attack against docked TF not happening for port size <33 W1 s( X! F& B' L# a" h x
57. Unit type changing unexpectantly
! m5 g' `7 `% V7 B3 F58. Torpedo replacement on plane sometimes is missed
, j3 o% ~/ D9 N: ~3 {. B59. Double handling of overstacked supply requirements: h" t# Z& T5 @- Y- r d
60. Fixed alternate weapons for port attacks* o+ \* Y9 G0 _% i V" X6 `
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
" P( Q; r. h% p! X: i% Qsometimer in the ship repair cycle.
2 _8 t- P+ i( }" D; v62. Ship tonnage over 32K could cause repairs to fail' M) e3 W0 u+ w+ `+ _
New6 Y$ O( `0 F0 i0 r* y2 ^/ J
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
0 P/ y3 @# l7 ]. J+ yport
- F% ~% `- V0 r ]2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
; R# ^' F% }' Y j, N' q( S' }Tenders not counted4 M$ U3 {9 Z h& A4 j" L
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
) @+ Z$ _: p) o' V- d4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
- S7 K# |2 Y# _9 jto remove damaged ships from TF
% }- q2 ]* e" O: V5. New filter for “non-building” devices in Industry pool screen
1 N3 C/ W7 F1 W" y6. New filter for “non-building” aircraft in Air Replacement pool screen
( Q! a0 c" ^) ]# [! Y7 `4 ~7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy9 m* L- b1 r3 U/ j
mines (^) detected* |% R* ^9 H I/ C9 t1 O9 E
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the1 {* a' Y: I: s8 D' u/ `- J( _
‘button6..’ image files, then these will be shown. If not, by default there are shown as
* i+ P( Q; Q: ?$ jstandard parachute unit icons
1 }" Z# B" d5 K8 K' t9 d3 j- @2 t9. Air/port damage and building is shown in base mouse over& U3 d& I5 I' Y' t! t& d; w- A
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
4 Q- ~$ \ u& Q& d; M11. TF can be routed to stay within coastal hexes as much as possible Z$ U' t6 W0 @$ w8 v3 }
12. On Top Pilot screen show the 'ace' cut-off value if more than 1+ O" u6 P% v) v8 j; S1 ^: r2 u
13. Added option on group and LCU reinforcement screen to turn off replacements
( u$ t" O. n' [! N14. Current base can get supply returned to it when reserve planes returned which were
% y# u* ]* Y5 @" Q6 uoriginally supplied from another base
- H7 D, C& _0 X! ~# _! X+ S' I$ ?8 M15. Unit type filter on Troop Loading screen4 F6 e4 O( L9 G! ^# K3 R! `
16. Report killed ground units if not in combat report# Y/ o: V% g- D3 ?: S! l3 S* q
Changed# K% d% j x2 u
1. AF of 8+ have AV support doubled for purposes of determing support for air operations+ C: v/ H8 J+ D7 ]8 T
(complements fix 18 above)
# v9 Y# U# W) w5 S9 ?. b2. Permanently increased pilot array to 70K
* y# ^, P$ N4 u/ x+ s: ]" ?# S/ w3. Increased number of air combat rounds are a factor of total aircraft involved
: H6 Y& N/ q4 E7 k4. Allowed submap to submap movement if land connected for land units. Should have been
# e+ B# |0 f2 X- L4 X2 F- `so as per Andrew Brown/ {6 d/ K1 T% @8 c: J; W( i6 Q+ Y
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message. O. @- Q$ v& L5 V+ k
delay toggle instead! B c/ G" c6 p* R; T
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the7 X7 V$ y5 V" r& x. O
maintenace a bit more
. v% A- w7 s! R$ `& d2 U7. Support device replacements won't decrease the overall experience of LCU units. This does# o9 R! u, ]6 H& y2 z
not alter the overall EXP change due when any replacements are received.
4 n8 k/ c( Y# Z3 F8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction6 n. R1 ]; }8 K% G' P1 m- a6 X
between the two but could break current games.
, w/ S2 E0 ?5 [5 n2 T; |. ]9. Some LCU Prep points may be retained if unit is experienced# e3 J2 q1 m% A2 f$ d& y' |8 l- _' I
Notes
* h; I3 I3 g( G1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario. f3 R- N8 T# y. o9 z. P
should not change player or HQ, even if not in play. These original HQs are used by the AI
: }3 z! n/ m2 m2 Z$ p8 h- nroutines so changing or deleting them can put the AI off. Changing other elements should! ]2 u. @' R+ F* p* w3 l3 l" W0 E. d. X
be okay.3 T$ v/ t6 ^( z* I; Y: L6 _& k
2. Clarification to weapon filters for aircraft:
# `; Z9 i& I5 t( R/ z$ pPM_NAVAL_ATTACK 2 // used for naval attacks
( D! @# X' Q: D UPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement); Z! S; \7 N- P2 i2 b/ J
PM_LAND_ATTACK 8 // used for land (ground) attack
# S2 a8 t$ a7 G. R$ oPM_PORT_ATTACK 16 // used for port attack
: e8 R7 E* m5 i% yPM_AF_ATTACK 32 // used for AF attack
! O4 D/ Y+ l3 k4 x( v: H5 u2 u! y$ fDropped any reference to secondary values for land and AF as they served no special use.* O1 Z5 F3 N3 ~4 G* F5 [
Clarification changes
) {0 I, T/ {4 d" o0 |3 v1. Some clarification and changes in regard to use of the Soviet Motherland bases. These; v# f7 D ?. s5 w
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
; [7 N8 V2 K1 i# B) j- RMONGOLIA(91) or TANNU_TUVA(92).
- C n% ~! d2 k9 s9 c0 R0 _: Oa. Allied non-Soviet groups can't transfer to Soviet Motherland bases
- g0 H% ^& c2 K9 B5 e9 o9 Tb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes! U7 N+ u- n2 ~. _
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases& ] Z& B9 m+ f* u
after Soviets are activated, but can’t move
4 h2 M \5 f9 Z4 md. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if$ w; b" U# }, L! m/ M9 M/ Q' n
disbanded in port.7 z+ ~! o' a# M9 `. w
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently8 c% Q* m- ~4 g% P$ h1 z
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |